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Resident Evil 7 biohazard: Resident Evil 7 biohazard 100% Completion Guide

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Run 1: The Testing Area

Lucas's trap-filled Testing Area: the fake passcode door, the Barn fight, the Party Room and the D-Series Head.

Lucas's Testing Area is a run of booby-trapped halls. Watch for thin wires across doorways: duck under them or shoot the small bomb at one end from a distance. Some crates are rigged to blow, so shoot a crate from range rather than breaking it up close. Before the Party Room every item you carry goes into the item box, and you get it all back on the far side.

Repair Kit: Testing Area Dummy HeadItemMissablePoint of no return
Location
Testing Area · Supply Room – Go through the gate, take a seat in front of the TV and let Lucas's message play out, then follow the hall into the tripwire rooms. In the second room, on the bend, a dummy head wearing a cap sits on top of the cages: the kit is on the shelf under it. It only appears if the Treasure Photo (Dummy Head) has been in your inventory.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
The prize of the dummy-head Treasure Photo: the second of the two Repair Kits.
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M19 Handgun (repaired)Weapon
Location
Testing Area · Supply Room – In your inventory, combine the Broken Handgun with the Repair Kit you just found. If the handgun is in the item box, take it out at the next box (in the passcode room ahead) first.
Summary
The Broken Handgun from the Trailer, made whole again with this Repair Kit.
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Passcode trap: step back, take the side doorQuest step
Location
Testing Area · Passcode Room – From the tripwire rooms (if you skipped the row above: through the gate, sit for Lucas's TV message and work through them), go down the stairs to the keypad door at the end of the hall (the room with an item box). Enter any code he offers and back away at once as the spikes drop, wait for the trap to finish, then go through the hidden door that opens to the side.
Summary
Lucas's keypad door is a trap: none of the codes he gives work, and each one brings down spikes.
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Antique Coin: Fertilizer RoomCollectibleMissablePoint of no return
Location
Testing Area · Fertilizer Room – Past the hidden door, go down the steps into the crate room (one crate is rigged; a four-legged Molded comes at the window) and on to the small room at the end of the hall, short of the Barn. It is strung with wires: open its door, step to the doorway toward the stables, look back in and shoot the wire you can see on the right, then crouch in along the left of the table. The coin is in the drawer of the green workbench.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 18 Antique Coins.
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Steroids: Fertilizer Room LockerUpgradeMissablePoint of no return
Location
Testing Area · Fertilizer Room – Still crouched, move round to face the locker in the corner and open it: the Steroids are on the bottom shelf. Leave the crate beside it alone; it is rigged.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the four Steroids: more maximum health.
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Mr. Everywhere: BarnCollectibleMissablePoint of no return
Location
Testing Area · Barn – Go on into the Barn, where three Molded wait; luring them back into the trapped hall can do the work for you. Then look to the big fence beyond the trough in the middle of the Barn: the statue is on top of one of its posts. Shoot it from the hay bales, or later from the walkway by the upstairs office.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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Save Room: Testing Area OfficeArea
Location
Testing Area · Office – Climb to the Barn's upper floor; the office is the room just off the stairs. It is open as soon as you reach it.
Summary
A save room with a tape recorder, an item box and a VHS player.
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BatteryKey item
Location
Testing Area · Platform – From the Barn's upper floor by the office, cross to where you can drop down by the elevator, then climb the stairs up to the platform: the Battery is on a barrel at the top. A crate up there is rigged.
Summary
Powers the console that runs the Barn's elevator.
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Barn elevator fightBoss
Location
Testing Area · Barn – Put the Battery into the console on the Barn's ground floor, next to the elevator. Keep your distance from the big Molded, block or step away when it spits, and aim for its head: the M21 drops it in a few shells to the face, and the Burner and handgun work too.
Requires
Summary
Powering the console sends the elevator down with a large Molded inside.
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Read the code on the burnt bodyHidden spoiler – activate to revealQuest stepMinor spoiler
Location
Testing Area · Rest Area – Ride the elevator up and follow the new hall to the Rest Area. Read the memo pinned to the burnt body in the chair: the code is 1408.
Summary
A memo pinned to a body gives the Party Room code.
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File: Rest Area MemoHidden spoiler – activate to revealCollectibleMinor spoiler
Location
Testing Area · Rest Area – The memo on the body in the Rest Area chair, the one with the code. Make sure it was opened and read, not just looked at.
Summary
One of the 32 files; in game it's called "Memo on Burnt Corpse". Reading it for the code is enough.
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Antique Coin: Southern LandingCollectibleMissablePoint of no return
Location
Testing Area · Southern Landing – Step out of the Rest Area onto the landing. The coin is on the wall shelf beside the switch that lowers the stairs.
Why you can lose it
Left behind for good once you go upstairs in the Boat House, and the Party Room door may already shut the way back, so take it before you enter 1408.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 18 Antique Coins.
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Before you enter 1408

The Party Room door locks behind you, and the way out leads on toward the Boat House; the earlier rooms may not open again. Take the dummy-head Repair Kit, the Fertilizer Room coin and Steroids, the Barn statue and the Southern Landing coin first. If either house tape (Mia or Happy Birthday) is still unwatched, go back up to the office, save, and play it on its VHS player now. Every item has to go into the box, so there is nothing to keep back.

Store all items and enter 1408Quest step
Location
Testing Area · Passcode Room – Press the switch on the landing to lower the stairs and go down to the keypad door. Put every item you carry into the item box there, ammo and healing included, then enter 1408.
Summary
Lucas won't open the door until your inventory is empty. This is one of the story's forced item box uses.
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Solve Lucas's birthday trapQuest step
Location
Testing Area · Party Room – Take the candle from the clown dummy and light it at the kitchen stove; leave the Winding Key in the keg this time, as the tape shows why. Burn the rope off the door by the monitors, enter LOSER on the locked door inside the Balloon Room and take the Valve Handle, fit it on the pipe by the cake room door to stop the water, then relight the candle and set it on the cake. When a bomb drops in, pull the boards off the wall beside the keg and throw it into the gap.
Summary
The room from the Happy Birthday tape, this time for real.
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Save Room: Monitoring RoomArea
Location
Testing Area · Monitoring Room – Go through the hole the bomb blew and follow the new passage into Lucas's Monitoring Room. It is open as soon as you arrive.
Summary
A save room with a tape recorder, an item box and the Testing Area Map.
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D-Series HeadKey item
Location
Testing Area · Monitoring Room – Through the blasted wall, in the Monitoring Room, take everything back out of the item box, the Crank included: the walkways ahead need it. The D-Series Head is in the specimen case by the TV.
Summary
The second part Zoe needs. Taking your items back here is the second forced item box use.
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Mr. Everywhere: Monitoring Room DoorCollectibleMissablePoint of no return
Location
Testing Area · Exit Hallway – Leave the Monitoring Room by its other door into the Exit Hallway, then turn round: the statue sits above the door frame. Shoot it.
Why you can lose it
Left behind once you go upstairs in the Boat House. The statue count carries over between runs, so a later run can still break it.
Point of no return
Going upstairs to Zoe in the Boat House.
Summary
One of the 20 Mr. Everywhere statues.
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About this guide

Three runs of the main game: a full run on Normal for every collectible, a fast run on Easy under four hours with few Item Box openings and few First Aid Meds, then Madhouse with its own coin layout. Runs 1 and 2 take different serum choices, as the guide says. The four DLC are separate modes from the main menu, playable at any time. Each area closes behind you as the story moves on, so take everything before each point of no return.

Last verified: Nov 10, 2026 · Patch Latest patch (PS4, PS5, Xbox One, Xbox Series, PC on Steam), with all four DLC · 0 community corrections shipped

Unofficial fan guide. Not affiliated with the publisher.